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Garrus face fix in ME1 WITHOUT Texmod; YOU DONT NEED IT!


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#1
Vordimier

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Bioware...is lazy. Ive read reports and testimony from other people from browsing these forums and whatnot that they stated that in order to fix the half-ass blurry texture of Garrus' face in ME1 would take a multi-gig patch to "cook" the files together to get it work.

It is simply not true. You do not need Texmod to run in the background to have a face that you can like to look at on Garrus. You simply do not need it. I found out how to fix it myself and all it takes is a simply text editing of the BIOEngine.ini file.

You can find this in your documents folder. Probably in the users/documents/bioware/mass effect/config path. Open up the BIOEngine.ini file with notepad and scroll down to the section marked [TextureLODSettings]

The entire section where this located in this file should look like this;

[TextureLODSettings]
//TEXTUREGROUP_Character=(MinLODSize=256,MaxLODSize=4096,LODBias=0)
//TEXTUREGROUP_CharacterNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0)
//TEXTUREGROUP_Effects=(MinLODSize=256,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_LightAndShadowMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
//TEXTUREGROUP_Skybox=(MinLODSize=256,MaxLODSize=4096,LODBias=0)
//TEXTUREGROUP_UI=(MinLODSize=256,MaxLODSize=4096,LODBias=0)
//TEXTUREGROUP_Vehicle=(MinLODSize=256,MaxLODSize=4096,LODBias=0)
//TEXTUREGROUP_VehicleNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0)
//TEXTUREGROUP_Weapon=(MinLODSize=256,MaxLODSize=4096,LODBias=0)
//TEXTUREGROUP_WeaponNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0)
TEXTUREGROUP_World=(MinLODSize=16,MaxLODSize=4096,LODBias=2)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=16,MaxLODSize=4096,LODBias=2)
TEXTUREGROUP_AmbientLightMap=(MinLODSize=32,MaxLODSize=512,LODBias=0)
TEXTUREGROUP_Character_Diff=(MinLODSize=32,MaxLODSize=512,LODBias=0)
TEXTUREGROUP_Character_Norm=(MinLODSize=32,MaxLODSize=512,LODBias=0)
TEXTUREGROUP_Character_Spec=(MinLODSize=32,MaxLODSize=256,LODBias=0)
TEXTUREGROUP_Environment_512=(MinLODSize=32,MaxLODSize=512,LODBias=0)
TEXTUREGROUP_Environment_256=(MinLODSize=32,MaxLODSize=256,LODBias=0)
TEXTUREGROUP_Environment_128=(MinLODSize=32,MaxLODSize=128,LODBias=0)
TEXTUREGROUP_Environment_64=(MinLODSize=32,MaxLODSize=64,LODBias=0)
TEXTUREGROUP_VFX_512=(MinLODSize=8,MaxLODSize=512,LODBias=0)
TEXTUREGROUP_VFX_256=(MinLODSize=8,MaxLODSize=256,LODBias=0)
TEXTUREGROUP_VFX_128=(MinLODSize=8,MaxLODSize=128,LODBias=0)
TEXTUREGROUP_VFX_64=(MinLODSize=8,MaxLODSize=64,LODBias=0)
TEXTUREGROUP_GUI=(MinLODSize=8,MaxLODSize=1024,LODBias=0)
TEXTUREGROUP_Environment_1024=(MinLODSize=32,MaxLODSize=1024,LODBias=0)
TEXTUREGROUP_VFX_1024=(MinLODSize=8,MaxLODSize=1024,LODBias=0)
TEXTUREGROUP_APL_128=(MinLODSize=32,MaxLODSize=128,LODBias=0)
TEXTUREGROUP_APL_256=(MinLODSize=32,MaxLODSize=256,LODBias=0)
TEXTUREGROUP_APL_512=(MinLODSize=32,MaxLODSize=512,LODBias=0)
TEXTUREGROUP_APL_1024=(MinLODSize=32,MaxLODSize=1024,LODBias=0)
TEXTUREGROUP_Character_1024=(MinLODSize=32,MaxLODSize=1024,LODBias=0)
TEXTUREGROUP_Promotional=(MinLODSize=32,MaxLODSize=2048,LODBias=0)

We are going to single out a specific portion of this file which is the following three lines;

TEXTUREGROUP_Character_Diff=(MinLODSize=32,MaxLODSize=512,LODBias=0)
TEXTUREGROUP_Character_Norm=(MinLODSize=32,MaxLODSize=512,LODBias=0)
TEXTUREGROUP_Character_Spec=(MinLODSize=32,MaxLODSize=256,LODBias=0)

Note that the MinLODSize portion is 32 while it says the max is 512 and 256 respectively. These are the lines that we are going to edit. Change the MinLODSize to the max values shown to the right. It will look like this;

TEXTUREGROUP_Character_Diff=(MinLODSize=512,MaxLODSize=512,LODBias=0)
TEXTUREGROUP_Character_Norm=(MinLODSize=512,MaxLODSize=512,LODBias=0)
TEXTUREGROUP_Character_Spec=(MinLODSize=256,MaxLODSize=256,LODBias=0)

The bolded portion is what has been changed. This fixes Garrus' face to the max allowed by the game engine without third party modification such as with texmod. It forces the game to use the max allowable and will never use the blurry face again. Note, that I have no tested this on graphics quality below ultra settings. So I do not know if it will work if you do not use ultra quality in the settings menu. However, feel free to experiment with the other texture groups. You might get better image quality.

However, please note, that setting the values above these mentioned will probably crash your game. Mine wont even start with values higher than what is modified already. Ive tried. Also, remember to make sure your game is patched to 1.02 as well.

Here are some screens to show you the difference in quality to prove that it works.

This is the old garrus face next to the mako;

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These are the new screens showing the difference;

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Modifié par Vordimier, 27 juin 2011 - 05:11 .

  • Qeinex et Highlor3 aiment ceci

#2
Destructo-Bot

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Nice work :wizard:

#3
RidgeRunner5

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Looks great! Thank you

#4
elitecom

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I tried it and it works, nicely done and thank you.

#5
Burdokva

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You are a hero. Seriously. You rock!

Best Mass Effect news in quite a while...

#6
Vordimier

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Now if only I could get a Bioware employee to thank me. THAT would make my year. HA! I was so pissed off that they missed this.

Im not a programmer. Im not educated in this manner, but based in looking at tweakguides.com for graphical tweaks because I wanted to make my game better, I started messing with these files and I came across it.

Bioware should have known :P

Oh...and enjoy peeps. ME1 is a great game. We deserve the best gaming experience.

Modifié par Vordimier, 27 juin 2011 - 05:08 .


#7
Destr1er

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I can't believe this is what was holding them back.
Good job friend.

#8
muskieratboi

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You gotta be kidding me.. and all the hassles with texmod.. Whoohoo!

#9
LexXxich

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Thing is, it also makes the game use high-grade textures on every character's face with no regard to LOD. Which might affect FPS. But also probably mean no pop-in textures.
And I shouldn't remind you to back-up the file before changing anything in it.

#10
DJRackham

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Now if we could only get a fix for those blurry, low res bodies connected to the hi res faces.

#11
Vordimier

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LexXxich wrote...

Thing is, it also makes the game use high-grade textures on every character's face with no regard to LOD. Which might affect FPS. But also probably mean no pop-in textures.
And I shouldn't remind you to back-up the file before changing anything in it.


Yes. I believe that is the case. Yet, for those who were bothered by Garrus' face being blurry were more than likely not using anything else except high quality to begin with. Else, the face would have blended in.

Texture popping did happen, a little, because the changed setting only affected the characters themselves and not the environment. I think the evironment lines affect that.

Havent tested this though. I use my Nvidia control panel to jack up the settings even over this so it doesnt really matter to me.

#12
floccinaucinihilipilification

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Cheers for that, you're a star! After 6 playthroughs it'll be actually weird to see Garrus' face in detail, got so used to the blurriness. Don't know what 2GB patch was Bioware on about...

#13
amcnow

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Giggity.

#14
paradox MK

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Thanks a lot! I'm about to start playing ME1 and it seems like a good time to play it now!

#15
RocShemp

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Nice fix. Thanks for this.

#16
GreatEmerald

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Yes, that works indeed, and not only on Garrus, but on others as well. Here is a comparison of the Volus Shopper in the Upper Markets:
http://img148.images...11070423462.png - original
http://img148.images...11070423440.png - with character LOD set as instructed in the first post. Most notable difference is the eyes and the "mouth" area
http://img801.images...11070423410.png - with TEXTUREGROUP_Character_1024 and TEXTUREGROUP_Character set to their LOD maximums. I don't seem to see much difference between this and the previous one, although I guess setting them like that doesn't hurt.

Now if only there was a way to get higher quality lightmaps. It's really ridiculous when you get to see lights like this:
http://img834.images...11070423395.png

Modifié par GreatEmerald, 04 juillet 2011 - 09:03 .


#17
Fredvdp

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Very nice. If I remember correctly a BioWare dev said a long time ago that Garrus' face was caused by reverse LOD. So Garrus would become more detailed if he was far away from the camera.

#18
Galatean

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Nice find.

But the BIOEngine.ini file is generated, so just patching it isn't possible(catching it at generation-time would be a hack, and a sloppy and unreliable one, at that).

Patching the files used in generating it could very well take a huge amount of space if they had to replace the files instead of editing them, although 2GB might have been an exaggeration. After all, these are "Cooked" files, and as modders have found out to their dismay, hard-to-impossible to edit.

Modifié par Galatean, 12 juillet 2011 - 09:56 .


#19
GreatEmerald

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No, it's not generated. They are simply copied from %programfiles%\\Mass Effect\\BIOGame\\Config. So patching it would simply mean altering the defaults and copying them.

#20
Galatean

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GreatEmerald wrote...

No, it's not generated. They are simply copied from %programfiles%Mass EffectBIOGameConfig. So patching it would simply mean altering the defaults and copying them.

Guess I was wrong about that, then.

Ah, well.

#21
Lexira

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This is so simple. 1GB patch, my ass. :/

#22
RampantAndroid

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Also take a look at Tweakguides: they offer a preconfigured/tested file with LOD settings in it. I have not tried it myself yet, but plan to tonight.

http://www.tweakguides.com/ME_8.html

#23
GreatEmerald

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Interesting, they do indeed have a preconfigured one. However, naturally the lines are start with '//' don't work at all (it appears that those who wrote the configuration assumed that it comments out the line, but actually, according to INI syntax rules, ';' is the comment sign. Those two slashes do invalidate the entry names, though, so the engine simply skips past what it can't parse. It is safe to remove the two slashes, although I did not notice any change in graphics quality).

#24
RampantAndroid

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GreatEmerald wrote...

Interesting, they do indeed have a preconfigured one. However, naturally the lines are start with '//' don't work at all (it appears that those who wrote the configuration assumed that it comments out the line, but actually, according to INI syntax rules, ';' is the comment sign. Those two slashes do invalidate the entry names, though, so the engine simply skips past what it can't parse. It is safe to remove the two slashes, although I did not notice any change in graphics quality).


Admittedly I started to muck with the settings in bioengine.ini and ended with ME1 crashing as soon as I loaded into the game (not the menu, but into a save game) so I think I need to take things a little slower :)

#25
GreatEmerald

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One thing I noticed is that if you heighten the minimum mipmap size of the world objects, item crates can become invisible. It seems that they simply don't have high mipmap sizes, but it doesn't crash when it attempts to load them, it just won't show them.

One more thing that these settings should be able to fix is ore textures. You can see that they have really low LOD until you get really close to them, so it seems that it's a matter of setting the LODBias of those textures. The only problem is that it's hard to determine which texture group the ore deposits belong to...